As reported before, Big Huge Games was working on a new, THQ-published RPG for Xbox 360, PS3 and PC. When THQ was hit by financial troubles, Big Huge Games was sold to 38 Studios where it seems that they still work on Ken Rolston’s new “masterpiece”. It’s currently unknown if this game will ever be released.
Fallout 3 [X360/PS3/PC – Beta & Unused Stuff]
Fallout 3 is a action RPG developed by Bethesda Game Studios in 2008, for the Xbox 360, Playstation 3 and PC. As we can read on Wikipedia, the F3 project was initially under development by Black Isle Studios, a studio owned by Interplay Entertainment, under the working title Fallout 3: Van Buren.
When Interplay went bankrupt and closed down Black Isle Studios before the game could be completed, the license to develop Fallout 3 was sold for a $1,175,000 minimum guaranteed advance against royalties to Bethesda Softworks, a studio primarily known for the The Elder Scrolls series.
Bethesda’s Fallout 3 however, was developed from scratch, using neither Van Buren code, nor any other materials created by Black Isle Studios.
In the released game there are still many unused items, weapons and perks, while in some early videos we can notice various beta locations and characters. You can find the full list of unused items at Fallout Wikia!
The following YouTube videos show cut content and development content from when fallout 3 and its DLC was in development. Very interesting stuff; almost all of the cut content can be accessed on the PC version and the beta tesla cannon can be found in the broken steel DLC and used on all ports of fallout 3 too.
Thanks to DCodes7 for the contribution!
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Kingdom Hearts 2 [PS2 – Beta]
Kingdom Hearts 2 is an action RPG developed by Square Enix and published by Buena Vista Games and Square Enix in 2005 for the PlayStation 2. Superfun64 has noticed a beta screenshot from an old magazine article, in which we can see Donald and Goofy in the scene with the huge Heartless war battle, but they are not in there in the final game.
Also, in a beta video from Tokyo Game Show 2003 we can see a different Twilight Town, the removed Hollow Bastion Tower and various removed scenes, like one in which Donald freeze himself.
Yaz0r found out that there is a Woddy & Buzz (from Toy Story) model in the KH2 data. They are unfinished/untextured but it looks like they were planned as summons. They are in the middle of the other summons models, that’s why we can assume that they were planned as summons. During KH2 production, there were an issues between Disney & Pixar (especialy around Toy Story 3 and the deal they had signed together). It’s possible that Square scraped the Pixar stuff to prevent from beeing involved.
There are even more early screens at KH2 website, if you can find other beta images, let us know!
Thanks to Superfun64 and Yaz0r for the contributions!
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Kingdom Hearts [PS2 – Beta]
Kingdom Hearts is an action RPG developed and published by Square in 2002 for the PlayStation 2. The idea for Kingdom Hearts came about when producer Shinji Hashimoto met with a Disney executive in an elevator; Square and Disney had previously worked in the same building in Japan. The game began development in February 2000 and originally the beta focused more on the gameplay with a simple story to appeal to Disney’s target age range.
After executive producer Hironobu Sakaguchi told director Tetsuya Nomura the game would be a failure if it did not aim for the same level as the Final Fantasy series, Nomura began to develop the story further. Some content that did not make it into Kingdom Hearts was later added into Kingdom Hearts II.
The “Pride Land” from The Lion King, for instance, was infeasible because an additional program was required to process movement on four legs—a necessity since Sora would become a lion in that world. Due to time constraints, the developers left out an optional boss battle, similar to the Sephiroth battle, against Tifa Lockhart. She was later included in Kingdom Hearts II as a more developed character. [Info from Wikipedia]
In a beta trailer from 2001 you can see many differences between the beta build and the final build. Such as Sora roaming around Disney Castle. In the final build, you do not go to Disney Castle, but there is an image of it on the world map, but it is never selectable.
More differences, as spotted by YT users:
- The logo’s different
- Goofy’s cloth is different
- Sora’s beta hair color
- removed scene with Riku on the Clock Tower
In an interview with Nomura, we can read that:
“Actually,” he continues, “the first weapon I showed Disney was a chainsaw. It was this chainsaw-like weapon that I had a rough sketch of when I first showed my concepts to Disney. Everyone got this scrunched-up look on their face and nobody said a word in the entire room. Dead silence. And I thought ‘No, I guess this wouldn’t work, huh?'”
Shadowdorothy also noticed:
- In the beta Riku didn’t have his black gloves he does in the final release
- Kairi’s skirt is longer in the official release.
- The opening monologue by Sora went through a major change, as in the commercial it appears that Sora is having a conversation with someone.
- The magic system was changed dramatically, as the magic system sub-menu originally opened on top of the action menu.
- The door was also removed, and by “the door” I mean that strange door on Destiny Island that you can’t see until Sora has a flash back that involves Riku and him being kids.
- It also appears that Sora, not Kairi, was the one that needed saving, as per some dailouge seen at the end of the com.
Some more info on the beta can be found on X-Cult!
Thanks a lot to Brad and Shadowdorothy for the contributions!
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Borderlands [Prototype – PC / Xbox 360 / PS3]
Borderlands is a science fiction FPS with RPG elements developed by Gearbox Software for PlayStation 3, Xbox 360 and PC. The game was originally revealed in the September 2007 issue of Game Informer magazine. [Info from Wikipedia] When the game was shown again in April 2009, Gearbox changed the graphic style of the game using a “cell shading” technic, that they like to call “Concept Art Style”, instead of the original “realistic” look. Some of the beta places and characters seen in the early screens are not be present in the final version or were heavily changed.
Beta Version:

Final version:

Also, in the final game’s code are still hidden lots and lots of beta unused elements, as we can read from Celice posts in the Cutting Room Floor Forum:
There’s also the old Doctor Zed along with his old textures, but for some reason the new textures are applied to the model :/ A bunch of male and female villagers from the early version can also be found here, along with some interesting bandits, like one that’s apparently a spawner? and a jetpack guy. The old Elite Bandits were reused as Krom’s design. Also, a bunch of the internal names are different, like Scooter’s original name is Brock, and Steele’s redesigned character is named Helga (the old Steele is still present with Steele as the filename).
I know a bunch of early audio footage was salvaged from this folder, but these filenames seem almost just as telling as the audio files themselves. One of the in-game signs mentions a mine, along with two other locations.
Also, Lilith is in a lot of files for some reason. And in the Salt Flats, that big saw-thing might have been a boss–at least, that’s included in some of the files. Could have just been a designation as the boss-piece–but the piece in question doesn’t resemble the actual saw you climb up and fight Flynt on at all (also Flynt’s name is Larry :p ). Some mobile treads are included in the files. There is also a shovel-apparatus instead of a saw in the files as well–quite interesting!
[beta map that can be seen in the gallery below] This shows the Salt Flats in the north-west, New Haven in the west, Old Haven in the east, the Scrap Yard is the yellow area, and I don’t recognize the other letters. Trash Coast/Pirate Bay (Treacher’s Landing) seem to be somewhere else. This is a whiteboard drawing, probably an early planning phase? Interesting layout at least!
In the e3 2008 video, we see a section of land, but I don’t remember what the guy called it (Randy Pitchford?). He did mention that the previous year, they had shown Salt Flats privately at another show. A big long-shot would be to compare the old e3 2008 video with this whiteboard map and see if any of the shapes seem to match. The map shown in the video seemed much more verdant than the final game, so it could have been anywhere really.
And for the audio files, after a little more rummaging, they don’t look to be that interesting :/ The Interludes are the area with Mad Maxx and Baron Flynt, and the other areas are similarly named differently. The editor’s area names match the audio file names.
And I forget what folder I found the texture, but there was an early load-screen mockup that showed four characters standing with their experience levels, and some flavor text at the bottom about how many kills a character god. I guess the loading screens were gonna be a bit more stat-centric. In the level editor the loading spawn maps have the four characters spawn in the same arrangement. In an early test map, there was also a wonky image of an early player inventory. Everything was distorted, and it looked pretty basic. The main weapon loadout was the same though as it is in the final game, though the arrangement was a bit different. Menu text was also present, but too hard to decipher.
In the test folder are more early materials. There are a few different skins for the original car, but most of the models are missing, and if they aren’t, their textures are. However, this hover car seems to have survived pretty well! A final hover car is in the game, but I haven’t found it myself just yet (other people have found it, along with a tramway shown on one of the bulletin boards).
Apparently at one point Pandora was to have its own asteroid belt orbiting it, visible during the day. Kinda like that ring-thing from the Halo games?
Speaking of the e3 2008 video, I found the character models for Roland, Modecai, and Lilith, all in their original designs. The interesting thing is that Roland has three different costumes. The original Siren, apart from the blonde hair, also wears an outfit striking similar to Tannis–personally, I think the original Siren’s design became Tannis. A later trailer for the game still shows the three characters, but Roland appears to have the darker skin, and Lilith now looks like the Steele character, who’s final file’s internal name is Helga. Did The Siren become two other characters before her final design was settled? Interesting stuff to consider.
Another interesting thing is the Character Salix, who is also included with some of the Siren assets. She’s in the final-game assets too, but retains her old design. That would’ve made four different Siren’s, at least, in the active development cycle, with Salix being the only NPC version. And she ultimately wasn’t used :p Maybe she’ll show up in the sequel? I found various assets for a dam in the game, and that showed up in the second one :p
There’s also a lot of temple-like pieces, like generic Aztec-temple stuff, called Worker’s Temple. Dunno if it was just a place-holder; a lot of remnant level pieces are very modular, kinda like TimeSplitter’s map maker–their more like cell pieces than actual models.
In the Temp\Cinematic folder, there are placeholder for quests. In the e3 2008 preview, Randy said each character would have their own private stories to explore, so maybe the characters were more story-centric earlier one? Modecai can be seen in one of the placeholders, along with Helena and Roland. The old Scooter name is also referenced (Brock), so he was evidentially around at this time too, at least in name. Speaking of Helena, in her old files, she’s internally referred to as deal_breaker, which is interesting. This head has a different hair style than the bun-look showed in the 2008 trailer and final deisgn (and in this preview shot). Her iconic scars are present in all three versions of the character though. Wonder if it was thematically tied to the deal_breaker name? Double-face? Huh.
Speaking of the dark-helmet, in the sound assets, there is a sound for night-vision helmet stuff. And there are also files for stamina and encumbrance; an old hud asset (older/different than the e3 2008 hud and the hud asset mentioned earlier) has places for stamina. There were also two types of grenages
A bunch of other food items are also in the game, including a bunch of fresh vegetables growing in the soil!
If you jump over to Rust Commons East from Rust Commons West, you can activate a quest marker for activating the radar dishes; a building also has a different layout, as well as a marker for a quest board and a WELCOME sign not present in the actual Rust Commons East. An indicator of an older development state of the area? A huge path is open as well, connecting the very north with the rest of the level, which is barred off with cliffsides in the final version. If you go to the radar dish closest, you can activate a computer which completes the northern-radar dish quest normally meant to be accessed in the actual Rust Commons East. Both radar dishes actually have their switches active, and in different places than their normal locations in the actual Rust Commons East.
Also of interest are a few oil pumps which buttons not usable, across both Rust Commons East and West. They are present, but not usable. Old assets of a defunct quest, maybe? Speaking of defunct, in New Haven, once you try to repair the claptrap, there is a dahl repair kit on a rooftop near a white chest. You can pick it up, but it doesn’t activate the quest marker for the repair kit; in the editor, this repair kit is activated with some scripting, but I don’t know what the stuff indicates or means.
Thanks to Iven Allen for the contribution!
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